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This article discusses agents that plan ahead, search problems, and the difference between state space graphs and search trees. It also explores reflex agents and planning agents, and provides examples to illustrate the concepts.
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CS 4100: Artificial Intelligence Search Instructor: Jan-Willem van de Meent [Adapted from slides by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley (ai.berkeley.edu).]
Upcoming Assignments • Due Tue 10 Sep at 11:59pm (today) • Project 0: Python Tutorial • Homework 0: Math Self-diagnostic • 0 points in class, but important to check your preparedness • Due Fri 13 Sep at 11:59pm • Homework 1: Search • Due Mon 23 Sep at 11:59pm • Project 1: Search • Longer than most, and best way to test your programming preparedness • Reminder: We don’t use Blackboard (we use: class website, piazza, gradescope)
Today • Agents that Plan Ahead • Search Problems • Uninformed Search Methods • Depth-First Search • Breadth-First Search • Uniform-Cost Search
Reflex Agents • Reflex agents: • Choose action based on current percept (and maybe memory) • May have memory or a model of the world’s current state • Do not consider the future consequences of their actions • Consider how the world IS • Can a reflex agent be rational? [Demo: reflex optimal (L2D1)] [Demo: reflex optimal (L2D2)]
Planning Agents • Planning agents: • Ask “what if” • Decisions based on (hypothesized) consequences of actions • Must have a model of how the world evolves in response to actions • Must formulate a goal (test) • Consider how the world WOULD BE • Optimal vs. complete planning • Planning vs. replanning [Demo: re-planning (L2D3)] [Demo: mastermind (L2D4)]
Search Problems • A searchproblem consists of: • A state space • A successor function (with actions, costs) • A start state and a goal test • A solution is a sequence of actions (a plan) which transforms the start state to a goal state “N”, 0.0 “W”, 1.0 “E”, 0.0 “S”, 1.0
Example: Traveling in Romania • State space: • Cities • Successor function: • Roads: Go to adjacent city with cost = distance • Start state: • Arad • Goal test: • Is state == Bucharest? • Solution?
What’s in a State Space? The world state includes every last detail of the environment • Problem: Pathing • States: (x,y) location • Actions: NSEW • Successor: update location only • Goal test: is (x,y)=END • Problem: Eat-All-Dots • States: {(x,y), dot booleans} • Actions: NSEW • Successor: update location and possibly a dot boolean • Goal test: dots all false A search state keeps only the details needed for planning (abstraction)
State Space Sizes? • World state: • Agent positions: 120 • Food count: 30 • Ghost positions: 12 • Agent facing: NSEW • How many • World states? 120x(230)x(122)x4 • States for pathing? 120 • States for eat-all-dots? 120x(230)
Quiz: Safe Passage • Problem: eat all dots while keeping the ghosts perma-scared • What does the state space have to specify? • (agent position, dot booleans, power pellet booleans, remaining scared time)
State Space Graphs • State space graph: A mathematical representation of a search problem • Nodes are (abstracted) world configurations • Arcs represent successors (action results) • The goal test is a set of goal nodes (maybe only one) • In a state space graph, each state occurs only once! • We can rarely build this full graph in memory (it’s too big), but it’s a useful idea
State Space Graphs G a c b e d f S h p r q • State space graph: A mathematical representation of a search problem • Nodes are (abstracted) world configurations • Arcs represent successors (action results) • The goal test is a set of goal nodes (maybe only one) • In a state space graph, each state occurs only once! • We can rarely build this full graph in memory (it’s too big), but it’s a useful idea Tiny state space graph for a tiny search problem
Search Trees • A search tree: • A “what if” tree of plans and their outcomes • The start state is the root node • Children correspond to successors • Nodes show states, but correspond to PLANS that achieve those states • For most problems, we can never actually build the whole tree This is now / start “N”, 1.0 “E”, 1.0 Possible futures
State Space Graphs vs. Search Trees G a c b e d f S h p r q Each NODE in in the search tree is an entire PATH in the state space graph. State Space Graph Search Tree S e p d q e h r b c h r p q f a a We construct both on demand – and we construct as little as possible. q c p q f G a q c G a
Quiz: State Space Graphs vs. Search Trees Consider this 4-state graph: How big is its search tree (from S)? a S G b
Quiz: State Space Graphs vs. Search Trees Consider this 4-state graph: How big is its search tree (from S)? s a a b S G b G a G a G b G b … … Important: Lots of repeated structure in the search tree!
Searching with a Search Tree • Expand out potential plans (tree nodes) • Maintain a fringe of partial plans under consideration • Try to expand as few tree nodes as possible
General Tree Search • Important ideas: • Fringe • Expansion • Exploration strategy • Main question: which fringe nodes to explore?
Example: Tree Search G a c b e d f S h p r q
Example: Tree Search G a c b e d f e d f S h p r q r s s d s e s p s d b s d c s d e s d e h s d e r s d e r f s d e r f c s d e r f G S e p d q e c b h r p q f h r a a q c p q f G a q c G a
Depth-First Search G a c b a c b e d f e d f S h S h e e p d p r p q q q h h r r b c p p q q f f a a q q c c G G a a Strategy: expand a deepest node first Implementation: Fringe is a LIFO stack r
Search Algorithm Properties • Complete: Guaranteed to find a solution if one exists? • Optimal: Guaranteed to find the least cost path? • Time complexity? • Space complexity? • Cartoon of search tree: • b is the branching factor • m is the maximum depth • solutions at various depths • Number of nodes in entire tree? • 1 + b + b2 + …. bm = O(bm) 1 node b b nodes … b2 nodes m tiers bm nodes
Depth-First Search (DFS) Properties • What nodes DFS expand? • Some left prefix of the tree. • Could process the whole tree! • If m is finite, takes time O(bm) • How much space does the fringe take? • Only has siblings on path to root, so O(bm) • Is it complete? • m could be infinite, so only if we prevent cycles (more later) • Is it optimal? • No, it finds the “leftmost” solution, regardless of depth or cost 1 node b b nodes … b2 nodes m tiers bm nodes
Breadth-First Search G a c b e d f S S e e p h d Search Tiers q h h r r b c p r q p p q q f f a a q q c c G G a a Strategy: expand a shallowest node first Implementation: Fringe is a FIFO queue
Breadth-First Search (BFS) Properties • What nodes does BFS expand? • Processes all nodes above shallowest solution • Let depth of shallowest solution be s • Search takes time O(bs) • How much space does the fringe take? • Has roughly the last tier, so O(bs) • Is it complete? • s must be finite if a solution exists, so yes! • Is it optimal? • Only if costs are all 1 (more on costs later) 1 node b b nodes … s tiers b2 nodes bs nodes bm nodes
Quiz: DFS vs BFS • When will BFS outperform DFS? • When will DFS outperform BFS? [Demo: dfs/bfs maze water (L2D6)]
Iterative Deepening • Idea: get DFS’s space advantage with BFS’s time / shallow-solution advantages • Run a DFS with depth limit 1. If no solution… • Run a DFS with depth limit 2. If no solution… • Run a DFS with depth limit 3. ….. • Isn’t that wastefully redundant? • Generally most work happens in the lowest level searched, so not so bad! b …
Cost-Sensitive Search BFS finds the shortest path in terms of number of actions. It does not find the least-cost path. We will now cover a similar algorithm which does find the least-cost path. GOAL a 2 2 c b 3 2 1 8 e 2 d 3 f 9 8 2 START h 4 2 1 4 15 p r q
Uniform Cost Search G a c b e d f S h S e e p d p r q q h h r r b c p p q q f f a a q q c c G G a a 2 Strategy: expand a cheapest node first: Fringe is a priority queue (priority: cumulative cost) 8 1 2 2 3 2 9 8 1 1 15 0 1 9 3 16 11 5 17 4 11 Cost contours 7 6 13 8 11 10
Uniform Cost Search (UCS) Properties • What nodes does UCS expand? • Processes all nodes with cost less than cheapest solution! • If that solution costs C* and arcs cost at least ,then the “effective depth” is C*/ • Takes time O(bC*/) (exponential in effective depth) • How much space does the fringe take? • Has roughly the last tier, so O(bC*/) • Is it complete? • Assuming best solution has a finite cost (and minimum arc cost is positive), yes! • Is it optimal? • Yes! (Proof next lecture via A*) b c 1 … c 2 C*/ “tiers” c 3
Uniform Cost Issues • Remember: UCS explores increasing cost contours • The good: UCS is complete and optimal! • The bad: • Explores options in every “direction” • No information about goal location • We’ll fix that soon! c 1 … c 2 c 3 Start Goal [Demo: empty grid UCS (L2D5)] [Demo: maze with deep/shallow water DFS/BFS/UCS (L2D7)]